White Agate's Guide to Elemental Monoliths

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White Agate's Guide to Elemental Monoliths Sample file Designer: GM Lent Credits 1 Editor: Brock Sayre Table of Contents 1 Art Director: GM Lent Graphic Designer: GM Lent Part I: The Elemental Monoliths 2 Template: Simple Microsoft Word Template by Laura Flame (Fire) Monolith 3 Hirsbrunner Sand (Earth) Monolith 4 Cover Illustrator: Matias Tapia Interior Illustrators: Dave Allsop, Wayne England, Jim Sea (Water) Monolith 5 Nelson, Arnie Swekel, James Zhang, other art Wind (Air) Monolith 6 courtesy Wizards of the Coast Part II: New Spell 7 Special Thanks: Jeff Grubb and Andria Heyday Unleash Monolith 7 Part III: New Magic Items 8 Handglyph of the Monolith 8 Rod of the Monolith 8 WHITE AGATE In Zakhara, the Land of Fate, few are as powerful or as respected as the mysterious wizard known as White Agate. A trusted advisor to the Grand Caliph, (hereditary ruler of Zakhara) and head of the Grand Caliph’s elite Magical Legion, White Agate is a fountain of knowledge and resources to any able to gain their audience – or their trust. ON THE COVER mshp.com A party of stalwart adventurers realizes they may be in on facebook over their heads as an earth elemental monolith bursts @gmlent forth. Image courtesy Wizards of the Coast. @brocksayre Disclaimer: The following documentation has not been approved for consumption by ins, mortals, and other such lower- order beings. Citadel of Ice and Steel management cannot be held responsible for any damage that results from use, misuse,Sample or application of this material but does accept full credit for any glorious adventures that mayfile result. DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Al-Qadim, Ravenloft, Eberron, the dragon ampersand, Ravnica and all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement for Dungeon Masters Guild. All original material in this work is copyright 2021 GM Lent and Bock Sayre and published under the Community Content Agreement for Dungeon Masters Guild. Most practitioners of magic are familiar with elemental beings; creatures of air, earth, fire, Elemental monoliths can be summoned to the Prime and water are no secret to the learned. plane through the use of a powerful spell called unleash monolith (detailed in Part II). While this spell Far above these minor elemental beasts are the might be available to player characters, few great Powers of the elemental planes: genie individuals use it frequently since the monoliths it conjures cannot be controlled and wreak large-scale rulers, dark princes of Elemental Evil, destruction once they arrive. Consequently, the spell capricious gods, and worse have left their is normally cast either as a last resort, causing a marks upon moral consciousness. great distraction, or as an act of aggression. Typically, elemental monoliths are excellent Between these two extremes, however, are the campaign events, and preventing the summoning of elemental monoliths. Comprising the same a monolith can be the goal of a quest or side quest. In essence as their weaker brethren, monoliths this manner, elemental monoliths become a sort of Lovecraftian horror - incredibly powerful, almost lack the consciousness and shrewdness of true unstoppable, and mindlessly destructive. Such Powers but far eclipse their more famous creatures can form the capstone of a campaign or cousins in might. On the elemental planes they adventure sequence and can even be used in low- or are feared and avoided in the same way mid-level adventures centered around stopping rituals that would bring their arrival. Since creatures on the Prime plane avoid landslides elemental monoliths are not as well-known as and megafauna. weaker and more common elementals, scholarly groups might be interested in learning more about Some enterprising (or foolhardy) elemental them as well - perhaps with unfortunate (if not wizards devised a means of summoning unforeseeable) results. monoliths to the Prime plane itself. Believing Two magic items can assist mortals with they could simply conjure the creatures and summoning elemental monoliths. Both are relics from the Ruined Kingdoms of Nog and Kadar, now direct them as they did lesser elementals, the long lost to time, their crumbling monuments wizards were sorely (and tragically) mistaken; devoured by jungles. The first of these relics is the they learned too late that while their magic handglyph of the monolith, a medallion that allows its could bring the monoliths to the Prime plane, user to cast unleash monolith from it, but once the medallion’s power is depleted it cannot be restored. no spells could control the creatures. The The second item is the rod of the monolith, and its summoned monoliths cut a swath of power is defensive: elemental monoliths will not destruction from the time they arrived until attack the rod’s wielder or their allies under normal circumstances. the time they dissipated, returning enraged to Both of these items are detailed in Part III. their places of origin. - White Agate, “On the Nature, Being, and SamplePurpose of Elemental file Monoliths” Huge elemental, neutral Armor Class 19 A flame monolith appears as a 30-foot-long serpent Hit Points 345 (30d12 + 150) with white-hot glowing eyes and fangs, which drip Speed 50 ft. magma. Like all fire elementals, flame elemental monoliths tend to be quick-tempered and prone to STR DEX CON INT WIS CHA fits of sudden violence. With its ability to set almost 15 (+2) 27 (+8) 21 (+5) 2 (-4) 13 (+1) 9 (-1) anything it touches ablaze, the flame elemental monolith is often regarded, rightly or not, as the Damage Immunities fire, poison; bludgeoning, piercing, and slashing from nonmagical attacks most destructive and dangerous of the greater Condition Immunities charmed, exhaustion, elementals. grappled, paralyzed, petrified, poisoned, prone, On the Plane of Fire, flame elemental monoliths restrained, unconscious occasionally serve as shock troops or heavy infantry Senses darkvision 60 ft., passive Perception 11 for the armies following powerful fiends and even Languages Ignan the Grand Sultan of the Efreet. Even those who enlist Challenge 20 (25,000 XP) such creatures understand that they cannot be controlled, though for the more chaotic overlords Fire Form. The elemental can move through a space as narrow as 1 inch wide without squeezing. A the wanton destruction caused - even to their own creature that touches the elemental or hits it with a soldiers - is just part of the fun. melee attack while within 5 feet of it takes 11 (2d10) fire damage. In addition, the elemental can enter a hostile creature's space and stop there. The first time it enters a creature's space on a turn, that creature takes 11 (2d10) fire damage and catches fire; until someone takes an action to douse the fire, the creature takes 11 (2d10) fire damage at the start of each of its turns. Illumination. The elemental sheds bright light in a 60-foot radius and dim light in an additional 30 feet. Water Susceptibility. For every 5 feet the elemental moves in water, or for every gallon of water splashed on it, it takes 3 cold damage. Multiattack. The elemental makes three touch attacks. Touch. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 28 (4d8 + 8) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 11 (2d10) fire damage at Samplethe start of each of its turns.file in an attempt to harness both their burrowing ability and their capacity to damage fortifications. On the Plane of Earth, sand elemental monoliths see use in mining operations, particularly within the A sand monolith resembles a huge, 30-foot-tall Great Dismal Delve of the dao. Even the earth genies humanoid made of dripping sand. Its eyes are yellow are hesitant to employ these behemoths, however, and glowing. Its maw is wide, open, and lipless. and all respect their astonishing strength and Slower than other elemental monoliths in both fortitude. physical movement and wit, sand elemental monoliths are typically employed as siege weaponry Huge elemental, neutral Armor Class 21 (natural armor) Hit Points 375 (30d12 + 180) Speed 30 ft., burrow 30 ft. STR DEX CON INT WIS CHA 25 (+7) 8 (-1) 23 (+6) 2 (-4) 10 (+0) 7 (-2) Damage Vulnerabilities thunder Damage Immunities poison; bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities charmed, exhaustion, paralyzed, petrified, poisoned, unconscious Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 10 Languages Terran Challenge 20 (25,000 XP) Earth Glide. The elemental can burrow through nonmagical, unworked earth and stone. While doing so, the elemental doesn't disturb the material it moves through. Siege Monster. The elemental deals double damage to objects and structures. Trampling Charge. If the elemental moves at least 20 feet straight toward a creature and then hits it with a slam attack on the same turn, that target must succeed on a DC 19 Strength saving throw or be knocked prone. If the target is prone, the elemental can make one slam attack against it as a bonus action. Multiattack. The elemental makes three slam Sampleattacks. file Slam. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 29 (4d10 + 7) bludgeoning damage. If the target is a creature, it must succeed on a DC 16 Wisdom saving throw or be stunned until the beginning of its next turn. Huge elemental, neutral Armor Class 18 (natural armor) A sea monolith appears as a 30-foot-tall humanoid Hit Points 405 (30d12 + 210) mass of water with wide, thick limbs.
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